I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.
We need to be authentic
Well..I think it is better to keep the old name. We have Oil Man for PC, and Oil Man for PSP. We have Wave Man for PC, and Wave Man for NES. And Blade Man ( MM3 (PC) , MM 10 , MMDWR ( Dr. Wily Returns ) and so forth ) . If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.
We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.
MMDWR
If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.
Which game is this?
I really don't think those PC games can be counted as "Capcom"... I think the only true case here is "Magma Man" from R9 and the Magma Men from the OVA.
An example of what Starsims Mode looks like in-game. :)Oh, lol. Yeah, keep that mode in there, kinda reminds me of the Model a on MMZXA, pretty fun stuff.
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Starsims_Mode_Screenie.png)
Oh, lol. Yeah, keep that mode in there, kinda reminds me of the Model a on MMZXA, pretty fun stuff.
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_Pause_Menu.png)
>Eddie
>Beat Call
>Bolts
>Energy Balancer
Oh N64mario, how I worship thee <3
Which game is this?Nope.Megaman: Dr. Wily's Return
Mega Man: Dr. Wily's Revenge, AKA Rockman World 1.
Oh, my mistake. It's easy to confuse the two, with that acronym. '>.>Never mind. Anyway, Blade Man - the most used name among the Robot Masters.
Dynamite Man (a.k.a. "Dyna Man") was designed to monitor the production of explosives at munitions factories. He was built to be able to withstand very high temperatures and, as such, was sent to do work that humans would be too dangerous for humans. Although Dynamite Man has an explosive personality, he eventually grew tired of putting his "life" on the line and joined the robot rebellion. Now he spends his time constructing powerful explosives for the robot cause!If Phil leave Trinitro, it will mess with this game.
His weapon, the Tri-Nitro, delivers a devastating explosion that can pierce through almost any armor and can destroy nearly any obstacle in his path!
If Phil leave Trinitro, it will mess with this game.
Besides, the weapon names don't really have any impact on RM names. To wit:Oh. Yeah. -u-' my bad... Forgot this.
Flash Man's weapon: Time Stopper
Bright Man's weapon: Flash Stopper
Actually, from what I can tell, R9 and R10 don't break the rules that often. I've only seen blatant impossibilities on R9's stage select, the cutscenes, and some of the bigger bosses, like the Wily Machines. Throughout the rest however, 4 BG palettes and 4 sprite palettes seems to be exactly what they were aiming for; complete with player induced palette swapping of 1-ups, E-tanks and Bolts. Case in point, Concrete and Plug's stages were completely reproducible by editing a Rockman4 rom.
Gives you a good idea as to how tough our bosses can be.
Wow! 8)
As for Get Weapon Pose. There will be only one frame, or an entire animation?
Apparently not that tough. You just stood there and took most of what he threw at you...
Also, that spectrum boss and stage effect most certainly cannot be done on an NES like that. Not to mention the weapon Megaman gets.
And...Reworked Tank Man's track will be posted in youtube before the release, or after?
To add to this, even when they broke the rules it was at least believable. In MM Unlimited it actually looks out of place, ruining its authentic look.
Umm... I think you may need to change Nitro Man's name, seeing as there is now an official RM with that name...They pretty much were thinking about it for quite a while now...their best choice for now is Trinitro Man....though I would call him Chemic Man
I disagree, in fact, i kinda find quite disrespectful towards the hard work that Phil, N-Mario and Starsims have put on this :\They weren´t being disrespectful at all. Those are valid points, I actually think they look a bit noisy in that particular stage too. They are not saying they are bad, but they can definitely be more fitting to the NES style and look much better.
And Chemist doesn´t sound very firey, I´d pic something more along "Ignite Man", but less cheesy
Glycerine Man?
Sorry for breaking it to you, but it's far too late to suggest replacement names at this point, given where the game's development cycle is, right now.
Well, I was about to OBJECT to his involvement, but he says that. I can't find any evidence that he did in fact do that (not in this thread, that's for sure) so... it's all circumstantial.
Kudos: Or like in MM2 but even deeper?
It will be cool if he Phil register here. Okay, I went to bed (1:00 by my watch).
offtop. Фил, ты супер! 8)
http://forum.rockmanpm.com/index.php?action=profile;u=985
If there are other cool names for liquid-like explosives like that somewhere, it would be cool to use one of those names...
Thank you!
( :
But I have a nasty feeling we'll have the same trouble with MM11 that we had with 10.
Capcom will take all the possible names sooner or later anyway, better doing it yourself firstTrue.They will not care about names. What will be - those will be selected. And it does not matter - busy or not. For example: Before Rockman 10 - was a lot of Blade Man. But Capcom was not ashamed - and the robot just named.We do not have to worry about the names of Robot Masters. The name of the game - another matter. Suddenly they reach Rockman 72 - that's when we already care.
True.They will not care about names. What will be - those will be selected. And it does not matter - busy or not. For example: Before Rockman 10 - was a lot of Blade Man. But Capcom was not ashamed - and the robot just named.We do not have to worry about the names of Robot Masters. The name of the game - another matter. Suddenly they reach Rockman 72 - that's when we already care.
I see what you did there : )Oh...my bad. But could it be that Capcom will do so until Rockman Infinity - All can be.
Well, it does help that:^QFT
1) He will supposedly be one of the toughest RMs in Mega Man history.
2) His design is pretty cool.
3) Nobody else ever thought of using Yoku blocks as a gimmick, for a RM. Especially when you consider that it's someone from the UK that came up with this RM concept, rather than someone from Japan (which is funny, since the MM series was born there in the first place 8D).
4) His song is quite nice.
At any rate, YM's a cool example of someone with oxymoronic popularity. ;)
3) Nobody else ever thought of using Yoku blocks as a gimmick, for a RM. Especially when you consider that it's someone from the UK that came up with this RM concept, rather than someone from Japan (which is funny, since the MM series was born there in the first place 8D).TomahawkMan was designed by a japanese, and KnightMan by an american
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/vsyoku4.gif)Yokuman: You can't match my witty repartee.
TomahawkMan was designed by a japanese, and KnightMan by an american
http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/New_GlueMan_Screenie.png
Eh... blue arrow?
Well... "talking with Inafune" would be exagerrating abit ... I couldn't really have a conversation with him since he talks mostly japanese and I couldn't get much of his time : PWell, I have to say it: I´m [tornado fang]ing jealous of you :P. Hope you had a great experience in there (I´m sure you did). And good luck with this project (and all the team involved too), it´s looking pretty awesome so far.
The story of this game follows after MegaMan 10. I
Why after R10? I would have figured a placement after R9, before R10 would fit this the most, as it was originally produced to be a Rockman10. By going beyond R10, you only write yourself into a potential problem with R11...
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_JetMan_Screenshot.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_TankMan_Screenshot.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_NailMan_Screenshot.png)
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_TrinitroMan_Screenshot.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_Final_Stage_Select.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_GlueMan_Screenshot.png)
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_RainbowMan_Screenshot.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_CometWoman_Screenshot.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_YoYoMan_Screenshot.png)
There were slopes on Megaman 4 Minus Infinity Skull Man fight
NES Megaman.
Get your slopes out of my NES Megaman.
There were slopes on Megaman 4 Minus Infinity Skull Man fight
Than again, that ROMhack used the MMC5 expansion chip :\
Official series entries are generally quite nice, but fangames (the good ones, mind) can allow fans to put in features and elements, that the series creators didn't even think about using yet (if ever).
But, if you prefer playing the official titles instead, then more power to you. Nobody is forcing you to play fangames, rather.
There are some NES games that used slopes. It's not a matter of not thinking about it yet, its a matter of what is and isn't really Megaman's style. Megaman 7 came after Megaman X1-3 which all had slopes. Megaman 7 had NO slopes. Megaman & Bass came after Megaman 8, and had NO slopes. Powered up was a complete remake with all new levels, but slopes again were omitted, while many other features were added. Only one classic title had slopes for a reason.
Another feature we've incorporated into the engine/game is Mega Man 2's capability to have maze loops (Like Flash Man stage in Rock Man 2 - Grayzone, to name a few).
There are some NES games that used slopes. It's not a matter of not thinking about it yet, its a matter of what is and isn't really Megaman's style. Megaman 7 came after Megaman X1-3 which all had slopes. Megaman 7 had NO slopes. Megaman & Bass came after Megaman 8, and had NO slopes. Powered up was a complete remake with all new levels, but slopes again were omitted, while many other features were added. Only one classic title had slopes for a reason.Slopes has nothing to do with a style, man. If anything is just a simple feature they decided to omit for whatever reason, they could have added them in any game without breaking the whole gaming experience. This discussion is really stupid...
We constantly are experimenting with things that were never featured in the Mega Man games, but of course keeping with what was possible on the NES and the Mega Man's games original engines. Hacks are a nice source for these as it shows via the rom that new things are possible on a NES Mega Man game. Mega Man games are constantly adding new things, mm5 added reverse gravity, mm6 multiple boss rooms, mm9 added the rotating platform in Tornado Man's stage and the gravity well that slowly floats you up in the wily stages.
They are always adding new gimmicks yet keeping with the limitations with what the NES Mega Man platform engine was capable of. Some hacks have shown that gravity can be easily tweaked in Mega Man games, so you can also have low and high gravity in different rooms, not just the usual low one you have in water and space. (Something we have in our engine now too.)
I don't care, i can't play the game because i have an OLD Mac, so i don't pay attention to fangames ;^;then stop posting in fan games threads
(http://i43.tinypic.com/kcmlps.png)
Wait a minute...I just realized something.
On those screenshots that YM posted, the bosses' health bars are on the wrong side of the screen! :o That should be fixed, yes.
Slopes has nothing to do with a style, man.
I wonder if they were aware that they could do them.
3D enemy like in Mega Man X2 and X3
It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.I still don´t think it´s something that would break the style that much. As you mentioned, it´s just a gimmick, and it would work out really well if, as you said, it´s not abused. But they can still be used without going like "wtf is this doing in a megaman game" or something like that. That´s what I mean with slopes not being a gameplay style factor.
It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.
All in all, such "gimmicks" are best kept in moderation. And in the specific context of slopes, I think going instead with 30 degree angles rather 45 degrees would look much more natural. An incline of 45 degree just seems too steep without a character just sliding off by the power of gravity.
Considering the very existence of the Legend of Zelda, of course they were aware.
Just sprite a wireframe and keep its size moderate. Should be entirely doable. Just not in the same way they did it on SNES.
Well he knows just about everything about the series, so I'm not surprised...
That´s because he sees the slopes as if they had no purpose, which shouldn´t be the case.
About the sliding, I thought that was the whole point of adding slopes in the first place. If that´s not their function, then I don´t know why they bother adding them.
But in that same example, the gimmick might also be a bit overused; you can see several odd examples of enemies that work only on straight floors landing on a sloped area.I agree about this, but it´s still something that can be worked aound. The reason why I pointed out the first section of the stage over the rest is because I feel that the second part (when underwater) seems like it was just made for the lulz.
What I meant is, is that 45 degree slopes are so steep, that standing on them should be impossible; the character would be pulled down akin to Shantae on slippery slopes, and Mario crouching on a slope. The use of the less severe angle commonly used for isometric environments, has a lot more natural look that would neither require unique standing frames nor have the character slide down as in the aforementioned examples.I understood this part. What I meant to say is that slopes should be placed to make the character slide down because of the steepness of the surface, and not for simple decoration. That´s the way I see it.
Me: That's not possible on NES!
MexicanSunflower: What are the limit guidelines then?
Zan: *explains them*
MexicanSunflower: WHO CARES?!
Umm, I don't think so...
[spoiler](http://lol.rockmanpm.com/gamewatch20100402/rm08.jpg)[/spoiler]
Though to be fair, the boss health bars has changed around from left to right alot throughout the game series. In mm10 it was on the left with Mega Man's.
Still, looks good! Now if only there was a feasible way to make the slope angle change to really screw with Mega Man. Glue Man wouldn't have any trouble, but what if the slope went from 30 degrees to 50 to 0 to 90 and anywhere in that range... maybe during the fortress rematches, of course, but that would be cool. Really get confusing. But not too often; after a set interval... I don't know, I'm rambling...
I totally agree, N64mario has done a wonderful job with the physics with the engine, some of the most accurate I've seen in a fan game! owob
I've been curious for awhile now though, will the engine be released with all of the MMU content (as in sprites, music, weapons, etc.)? Something's telling me that modifying some aspects of the MMU source code might be easier than completely re-writing something that was already included in MMU.
Either way I'm happy, I'm just curious. 8)
*back to animating HammerMan* ( :
I wonder if I could have kept from giving this as a quote for him if he would have been a robot master ( :
"It's hammer time!"
lol
Phil has surprised me (and many of you fans) by posting one of the cutscene pictures he mentioned above, at devianart.Oh my god,i think Phil has Won the Epic Award...
Here it is at deviantart: http://megaphilx.deviantart.com/art/New-City-Picture-for-MMU-Intro-167921293
And here's a smaller original-sized version I've put together.
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_New_Cutscene_Intro.png)
I love the angle and detail, one of Phil's finest work, shows how good a spriter he is!
It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.
It also looks a bit messy to me
Don't know if Starsims is just slow or something, but here's MPX's new Stage Select:Ehh,looks Ok...
(http://img526.imageshack.us/img526/5258/mpxssver2.png)
Thought it might as well posted sooner than later.
The pic is based on a real picture of a city. That's why some the lines are slanted in some parts because of the perspective. Of course being such a low-res pictures, it shows as pixelated as ever ( :Which City?
As some of you know, I try to stick to 4 colors whenever I can but I'm not bothering too much with the rules about the limitations. I want to have fun too.
That's exactly what I'm doing. I'm just not as strict with my limitations.
Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.
Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.
Geez. I'm just trying to stick with very few colors and have fun. That's all.
I guess you don't really have the mindset for this level of perfectionism... But what I'm trying to make you see is there's a whole world you're missing out on; the world of gaming in its classic days.
Whilst working under these limits, striving for authenticity and so finishing great work leads to a fulfilling sense of accomplishment, there is also an aspect of enlightening oneself by delving into the inner workings of gaming in the classic days, figuring out your own solutions to classical problems and realizing why classic games are the way they are. All of that will develop a profound respect for those that were making games whilst their imagination was being restricted by the hardware they were working on.
Yoku Man's a problem, even during AI programming. One of the reasons why we all hate to love Yoku Blocks. XD
(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/MMU_New_Cutscene_Intro.png)
Are you trying to tell me I'm not a perfectionist?
You think that after working like crazy for at least a year and a half on this project making graphics, music all that stuff in my free time, that I don't have a profound respect for those that were making games back then!? Wow...
Must you view it so negatively? I did not mention either your current level of perfectionism or respect. I only spoke of a certain level of perfectionism higher than you already might be working at, and I spoke of deepening any respect of classic gaming you might already have. Simply noting there's an unexplored area you're missing out on.
As I see it, you're right now disregarding the 'technical' limits without having a wholly clear idea of what those technical limits are. Just do a bit more research on the matter, think about the problems associated with classical game designs, think about possibilities and impossibilities and ways to work around that. And then, knowing how things are supposed to work, you can truly make the conscious decision of disregarding it or not for the sake of even better balancing quality and quantity. After all, it just seems odd to go through great lengths to figure out Capcom's disappearing block logistics and then to not wholly indulge yourself in the logistics behind the graphics of Ninendo's console.
I recommend we wait till theres a playable beta for fans to properly nitpick before we alter anything at present.
These limits intricately effect the design of the game itself. By then, having levels and bosses done, it may be a little late to go and correct 'minor graphical mistakes'. Its best to design with these things in mind first. If not addressed early on, you're not going to really be able to fix it. Game design 101.
Personally if I put my blood sweat and tears into it, I'd make damn well sure its done right. Though, it's not my project and I guess I cant enforce quality where its not a concern. I just wish more fan games would take better care to being high quality. With as much dedication as Phil says he has, I just figured this project would have one of the highest chances of doing something really high quality. I mean, he said hes actually made games in the industry before, right? Shouldn't that alone predispose him to want that?
I'm not sure I understand this. Why isn't this possible, exactly? Companies release open betas all of the time, so that players can present problems and have the developers fix them before the game is on the shelves. Even if this isn't a retail game, what makes this one any different?
The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.
Imposing the limits after the fact wont work out well at all. The game needs to be designed with these in mind to begin with. Even the way things are already, there would actually be a fair amount of redesign and refitting involved.
Megaman 10 at least makes it believable. And no, both 9 and 10 actually have rare moments of graphical infeasibility on NES hardware. The point I made is that this project isn't even close to believable in many instances.
Let me give you a situation. A Mega Man game represented as an 8-bit game is released, and everything is feasible within NES/Famicom limitations, except for the sounds. In some instances, there's 2 noise channels, 3 square channels, tempos that aren't technically possible (on the NES, at least), you get the idea. Despite these flaws, the game is accepted by just about everyone. (Oh, by the way, the game is Mega Man 10)
The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.
dang it Zan, do you know how much Phil has been put of his heart into this project?
please give the guys a break and freedoom
No offense, RDW, but to me, you're right in assuming you got that label.
At least Zan was showing that all he meant was there was still a higher level of perfection Phil could achieve
No offense, RDW, but to me, you're right in assuming you got that label. Phil expressed how he poured all this effort into the project, and you did nothing but crap all over it, acting like it was all done for you and it wasn't good enough. At least Zan was showing that all he meant was there was still a higher level of perfection Phil could achieve, but he didn't need to. All you've done is [sonic slicer] about how it's not NES enough, and by not adhering to the limitations it's automatically [parasitic bomb].
There, I've said my part.
Phil, this is one of the best Rockman fangames I've seen in a while, and your effort is highly apparent. Who the hell cares if you're slightly out of true NES limitations; your game, your choice. We're just the audience; unless you ask us, we really have no say in the matter. ^_^
But these are fangames, and we can all agree that mm10 and mm9 have jumped the shark a tinsy bit with their limitations. I guess the fangame community will have the freedom to do the same.
Let's see...
1.) Jet and Sheep: Odd man out.
2.) Commando and Tank: Military-oriented.
3.) Strike and Glue: Throw fast-moving projectiles.
4.) Blade and Yo-yo: Large impractical heads.
5.) Nitro and Nitro: Name the same.
6.) Pump and Nail: Use a projectile shield.
7.) Solar and Rainbow: Emit bright light.
8.) Chill and Comet: Leave napalm-like trails in their wake.
Did I get any right?
8.) Chill and Comet: This one unfortunately you got wrong... They're both Ice Based Robot Masters!
Strike and Glue DO have an obvious connection, though:[objection!] Robots don't have "boob lights".
They both have boob lights. 8D
Roll does!
:)
But too small dont counts as boobs... Splash woman?
Only in the Novas Aventuras.and Ruby Spears Megaman
Roll has boobs..... They are just small
err....Roll is supposed to be like..............10?
Note to self: Next time, use the term "nipple lights". -u-'
err....Roll is supposed to be like..............10?
You missed the part when the fans tend to increase the bust area of Roll. See: Fanart.
Official art? I don´t remember any doing that....In Mega Man Cartoon series...
Official art? I don´t remember any doing that....
Wait..... why we are talking about roll boobs? ugh -_- Other time with Mega Man Unlimited Please!In Mega Man Cartoon series...
..Wouldn´t we atleast stay on topic that way ? 8D
..Wouldn´t we atleast stay on topic that way ? 8D
I think that Comet's flat, and any semblance of a bust is simply due to the way her torso armour curves.Data card says that she is a tomboy, so who knows, maybe she is just trying to hide something 8D
Data card says that she is a tomboy, so who knows, maybe she is just trying to hide something 8DWhat are you trying to say? Oh no...
I know I know, I am analyzing this too much.
Thats probably the only robot master couple in the history of the seriesWhat about Tornado&Splash?
What about Tornado&Splash?
There was also Knight And Centaur...
(http://img245.imageshack.us/img245/1658/brazilmega3.jpg)
There was also Knight And Centaur...
I know, I was just saying >3<
Though, it amuses me that since Jet Man and Comet Woman are made by the same creator, this means that, technically, they're an incestuous couple. [eyebrow]Well that can't be exactly sure, since Wily reprogrammed some robots in the past and who knows Jet or Comet might be one of those too, I guess we won't know unless Phil gives us some light on this, or he might already have and I missed it. But yeah because I am sick bastard that incestuous idea sounds interesting too. >0<
Yeah, a lot of programming work is being done right now.
I'm also converting some art and collision data as well as saving sprites in transparent PNGs too.
We will soon have the complete Yo-Yo Man stage with enemies...
:|I like the Locker person wanting well to play to the complete edition oh hoped that leaves downloading oh to want to play one to transform the game like thisWhat?
What?
He's pining for MMU via translator.Oh, NOW it makes sense. ::)
Not much to say that you haven't already read on my youtube or DA or website. I'm now working on menu graphics and some more music. Trying to come up with a new song for NailMan since I was never really 100% satisfied.Oh well. You could always ask your musician for help.
It's hard to get a good feeling for a song for him. For some reason I'm having a lot of trouble to come up with something.
Other than that, well I can't wait to have more stages with enemies playable. : P
If I recall correctly, that's the old MMF2 demo version that is no longer being worked on. Now that Phil has a C Programmer working on MM Unlimited, I expect the game to be totally much more exciting and more playable. :)
The sad part is there most likely won't be a Ninji Mode for Starsims. :(
...MegaMan Unlimited also draws a lot of subtle similarities to MegaMan 3...Oh Yeah? Including the soundtrack as well? The whole OST as of now sounds nothing like MM3 at all (while you can definitely hear some MM2 in MM9).
Good thing: 4 stages are finished! :)
Bad thing: no "MegaMan: Powered Up"-styled artworks... :(
Also, Phil said that he will release a beta of it, if the stuff of the game gets at least finalized, so just play the actual beta of MKF until the MMU release. >0<
He is using C++, right? Because, Powered Up is very hard to create (maybe).Sorry, but I meant artworks, not gameplay.
So is Mega Man Unlimited still an active project????
Regarding the whole set back this year with Inafune leaving and the cancellation of MM Universe and Legends 3, I'm proud that we still have a huge following of fangames in the works. If I could even arrange such a thing, I feel that perhaps we should all unite and create some sort of network or website to host all our fangames on. Perfect Memories can still be the forum where we commune of course.
It would be an awesome thing to celebrate Mega Man's anniversary too, we could have a facebook page, youtube page and various other things to help broaden the fangame network and attract a larger audience. Its also still a tad early to tell, but before I vanished for a year I proposed the idea to Phil of promoting Mega Man 72 and/or Mega Man TT in the end credits of MMU, perhaps we should promote all the other games too in each of our projects, to support each other.
The sudden burst of fangames made available could prove that the fans haven't lost faith in Mega Man and his fight for Everlasting Peace.
If you guys like this idea, perhaps I'll create a new thread about it where we can discuss the idea in more detail. I'd like to know what Phil thinks too. I've yet to speak to the chap since I returned to the Internetz. I'm still making the finishing touches to my contributions. I'm hoping I can still submit them to the game before its too late.
Well after all, if Capcom wont make more Mega Man games, the fans will.
Only Phil could do a trailer like this
Excellent progress has been made on Mega Man Unlimited since the trailer craze. The latest Facebook post from MegaPhil states this is the current progress of the game at this moment! I have to say it feels closer and closer to completion. I hope it comes out in time for my birthday, that would be awesome!
Progress so far:
- All robot master stages and bosses are completed except minor details.
- Stage Select screen completed.
- Wily stages 60%.
- Level enemies : 98% ( 1 left to do )
- MM Weapons ( 85% ):
- Rush Coil.
- Rush Jet.
- Comet Dash.
- Glue Shot.
- Rainbow Beam.
- Yo-yo Cutter.
- Tank Arsenal.
- Yoku Attack.
- Jet Missile.
- Nitro Blast.
- Nail Shield ( 40% )
- Cutscene Engine.
- Cutscenes.
- Wily Boss #1.
Todo:
- Wily Castle Bosses. ( 75% )
- Menus.
- Save/Load.
- Shop.
- Fix Bugs.
- Wily's Robot Master Teleporters.
Another new impressive screenie. The new Stage Select Screen. Possibly the final version of it too.This has got to be like the 3rd or 4th improvement of his stage select theme since I last worked with him on it before I decided to quit. :P
(http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/315388_324932014261034_1148296199_n.jpg)
Yea but stay out of the comments tho, some nasty guy is being mean towards Phil's hard work.The comments are nice, since they're all calling that guy out as an idiot. It's rather hilarious, actually. XD
This thing got its own news article on Destructoid, but just how far from completion is it, exactly? And seriously, why is this thing taking so long to come together? That's all I want to know. Even Capcom didn't take years to develop a new Rockman game.
Then again, Capcom generally had no less than 15 people working on any given game, rather than a two-man team (Phil on graphics, Jansim on programming, in this case).
Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish... >_>;
Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish... >_>;
Can't blame the Unlimited team for the trouble, that and Mr. Philly is also probably juggling this project with Mega Man X: Corrupted (probably with cooperation with JKB Games), which I think Corrupted should be put on hold for the final stretch of this fan game.Uh? What are you talking about? Those games are completely different projects, jkb and Phil aren't working together. They aren't even using the same engine to make the games...
They also could've had an extra set of hands too if they weren't so secretive.
Nonsense! That would make too much sense!
But seriously, that would be pretty nice. I'm not too keen on the songs Phil's done for Unlimited, but the game itself looks rather promising. With any luck, it'll even play so accurately to the NES games that I'll keep going for the Save State button here and there. But if even one thing is out of place... I will know! :3
Uh? What are you talking about? Those games are completely different projects, jkb and Phil aren't working together. They aren't even using the same engine to make the games...
Well, due to the similar development hell situations both projects had, plus how they're done by a small team of dedicated fans. welp, I guess this year we'll be getting fan projects at the 25th anniversary.. But I don't know about what Phil wants to do after Unlimited..
Well, due to the similar development hell situations both projects had, plus how they're done by a small team of dedicated fans.So if any game gets in development hell it means that Phill is working on it, k I got it now!
All that done and its just you two?!
Just want to say I'm really looking forward to this game. Can't wait to throw it on my arcade cabinet down in the game room! I've used MegaPhil's NES style box art to make a custom "Games For Windows" cover. All artwork credit goes to MegaPhilX.
[spoiler](http://i751.photobucket.com/albums/xx157/riffman81/MegaMan-UnlimitedPreview_zps517382be.jpg)[/spoiler]
Grrr you have an arcade cabinet!? 8) I'm envious!
Thats an awesome box! Just as cool as the official NES one Phil did. If you have Facebook you should post that on Phil's Mega Man Unlimited page. That way he's garunteed to see it and give you the praise you deserve! ;)
Did you build that all by yourself or did you have help? :D
Is the scorpion robot a cameo from wonder boys/chiki chiki boys?
I'm just going to be patient. It should be out and to the public soon enough. As long as Capcom doesn't try to make it an item and have me pay for it. But then again, I would do that - if it worked correctly on my PC. Not crazy about having no charge shot available though - I've been charging all throughout the X series and it's like muscle memory these days. Almost killed my anticipation.
Mega Man has done great without his Mega Buster. I always considered that an extension.
MegaPhil X is working for the gaming industry? Which gaming company is it?
According the Phil's Facebook updates, everything seems to be moving right along with the game. I believe I read it's now at RC status? This is good news and I'm stoked to play this! A big thanks to all the people involved testing/bug fixing to make this happen.
Edit: While typing this post, Yoku Man has just chimed in with some great news!
Don't you mean, Ninja'd?...... Or is that Yoku'd, or Yoku Block'd in You Man's terms? But yea, it seems that Yoku Man pretty much Ninja'd you. XD
i have a friend who's currently streaming a Mega Man Marathon.
and i told him about this and he may be adding it to his list. he looked it up and was quite interested :3
First of all, what the hell is Trinitro?
http://en.wikipedia.org/wiki/Trinitrotoluene
Alright, so that makes sense.
Mega Man can't charge at all in this which is a huge gripe for me considering it was supposed to be Mega Man 10 when everyone thought Rockman & Forte was 9. Which Mega Man could charge in R&F. I also hated how Mega Man couldn't charge or slide in 9 or 10 because the only explanation you're given is that Mega Man fell out of practice, which shouldn't effect a robot unless they're more human-like than the Mega Man series makes out the robot masters (including Mega Man, since he IS a robot master along with Roll). At least Mega Man could slide in this, which was a plus and was apparently required to get past platforms in Trinitro Man's stage.
Hits and misses, so far. While I'm interested in the story (virus infected robots = Roboenza = Maverick Virus) and how it seems they're trying to patch MM10 to MMX, it just doesn't seem like the ideal patch. Great ideas were used, but let's face it - not all of us are professional speedrunners and game pros. Some of us just want to have a good time and this is NOT what the game offered me. Nevertheless, I'll continue playing it until I just get incredibly frustrated and decide to play something else.
Difficulty is the core issue. This isn't challenging, it's just cheap aggravation. The game is filled with it, and barely any legitimate difficulty can be found. Included with that, the enemy damage is way too high. Especially contact damage on the bosses. As far as I'm concerned it's a broken game right off the bat like this.
What's worse is even progressing doesn't help to balance this out. Weapons are fairly useless overall, and consume a huge amount of energy. C Dash, N Shield, and N Blast are really the only useful things. Often times you find that you need to hit the boss with every shot of their weakness to kill them. Miss one, and you're left to chip away the rest. As an aside, the boss weaknesses were very loose in logic, and their powers didn't always quite match their theme.
Visually I don't see the point of having used NES style graphics. The NES style attributes and limits were obviously ignored in full, save for very few instances. It doesn't even looks half way believable, ruining the whole retro persona. Should have just gone with another style, or something original.
Jump height(5) In low-gravity and underwater, Mega Man jumps three times as high (144 pixels) and theoretically double that (288) with Rush, if unhindered. Therefore, unless gravity or a ceiling gets in the way, with a Rush Coil boost, he should be rocketing up to 294 pixels height in this game.
(http://i.imgur.com/ob8RYnw.gif)
Slide distance
(http://i.imgur.com/FR3huJp.gif)
If you go on Phil's website, there are naked pictures he drew of her mixed in with the MMU pictures.
Lets just put up [tornado fang]ing home-drawn hentai next to a children's targeted game series.
I looked ahead and saw the most major spoiler of all. It's NOT CANONICAL!
http://www.twitch.tv/vixynyan
Expect a lot of deaths and other failures. >U<
why is Megaman completely unable to fight after losing his arm?
Yep because other fangames are totally in line with megaman canon.
Yep because other fangames are totally in line with megaman canon.
Well, I kind of thought that this one in particular, since Capcom had some part in it during the beginning stages.
No, they didn't.
I'm not even going to go over the rest of your post because its pretty much just Gaia levels of nonsensicality and rambling. Please stop and think about what you are saying since none of it, especially the stuff in the spoiler (because its all wrong) makes any sense.
Of course you could just be an elaborate troll feigning stupidity, in which case I say knock it the [tornado fang] off because it doesn't win you any points with anybody.
If spoiler not troll, go play the old games and pay attention to their story before complaining about not getting a sequel.
Alright, then prove me wrong. What is Capcom doing with Megaman right now? Tell me.
Yet again, Capcom seems to be wanting to cash cow on fighters and shooters these days, which you can't blame them; because these games sell and the Megaman community is a small niche compared to the meatheads who want to play FPS and online fighters to become MLG pro's and whatnot. I don't have any comments for this except that its a completely random tangent with the MLG thing.
Megaman is a casualty of the corporate gaming age. Gaming used to be a thing that not everyone did. I see a bit of now its popular and its no good anymore. It was something that was very niche, very cult. Yeah, the NES and Atari 2600 were way cult and not at all successful in the mainstream. I remember talking to people who didn't play games. They existed. But now, even grandma's playing Angry Birds and games fill up a great deal of our lives. You know your life is [parasitic bomb] when its filled up a great deal by grandmas who play angry birds, what are you getting at here? Games are made by large companies for profit in the same way that movies and music are. were they ever not? No one really does art for art's sake and this is why I think Capcom will either ruin the series with some new-gen bullshit, or retire it altogether. New-Gen bullshit? You mean *gasp* innovation? Naw [tornado fang] that [parasitic bomb] we gotta have nothing but [tornado fang]ing 8-bit rehashes all day everyday. Of course, there's also a possible combination of the two. are you seriously saying they'll retire the series and "ruin" it with new-gen bullshit at the same time?
Three canceled games, a piggyback on a fanmade, (because it's easier to celebrate two franchises and not have to do the work yourself and not have to pay a penny to those who worked on it - typical American business system Capcom of Japan was the ones behind the cancellations, and what's wrong with an official endorsement? Granted SFxMM wasn't really good but whatever.) and a couple of t-shirts. This was all done by Capcom. Yeah how dare they sell merchandise, shame on them.
Think about it. If Capcom still cared about Megaman, they would've cared about either of those three potentially successful and marketable Megaman games. Legends 3 would've skyrocketed in sales Except no because 3DS only and a sequel to a niche series that didn't even sell that well on the Playstation., The Online game would've reached out to a large niche You mean Korea since they were pretty much the only ones getting it., and the mature MMX shooter would have made a great deal of money as well Weren't you just saying something about shooters and New-Gen Bullshit? You really wanted another homogenous shooter game with a megaman skin? Really?. All three of these plus Megaman Universe (which would've been a blast) were great money-making activities. Except they obviously weren't because they didn't make money on any of them. The CEO of Capcom needs his head examined. Yeah okay i'll give you the point on how Capcom is shittily managed, especially after Ono burned out, but that's not the point of this. Resident Evil has swelled to an ungodly amount, while Megaman is in the dust. Because like it or not Resident Evil sells, and from what I hear Revalations is a return to form after 5 and 6 were homogenized third-person shooters.
Finished Megaman 10. Roboenza cure, Wily runs off.
Finished (and own) Megaman X8. Lumine beaten, leads off on a text based cliff-hanger.
Finished Megaman Zero 4. Haven't finished the Megaman ZX games yet.
Again, what am I missing?
Megaman and Megaman X are the same person. Dr.Light puts Megaman in the capsule after having given him the chip that allows robots to think and feel like human beings. Or did you forget the intro movie to Megaman X? Good gravy, I even remember some of the X-Hunters talking about "his archaic weapons." Several mavericks and even Sigma have referred to him as old, a relic even. He's probably the oldest robot in the X timeline.
This already happened with Bioshock.
Megaman and Megaman X are the same person.
Okay, now that you've said this I'm giving up on you. You clearly don't know what you are talking about or are an elaborate troll, I mean you even think OVER-1 is X and you have no idea what XOver even plays like with the Fire Emblem thing.
What happened? That they made a different game that still stuck to the Bioshock universe but had more emphasis on the action instead of the horror? It was probably far better that Infinite wasn't in Rapture a third time, it was already explored twice and didn't need to be rehashed again.
You want to talk about games that get the so called "CoD Elements" added in, Dead Rising 3 should be your target, not Bioshock.
I don't think there's anything left for me to say.
Because they're both blue?
As far as I've read from the WikiaAhaha... oh dear.
here's the facts
Sometime after the events of MM7, Wily begins work on Zero (you can see this alluded to in a couple of games that take place afterwards, Power Fighters being the foremost one).
Light begins work on X, which is to be his ultimate creation (note that X is separate from Rock here)
Light seals X in a capsule (explained in the opening to MMX)
Wily also seals Zero in a capsule
also don't trust the MMKB, that place is full of inaccuracies. no wonder you're so confused
For the love of God, stop consecutively double-posting. I'm tired of merging them for you.
This is where avatars could've helped.
This is where avatars could've helped.
EDIT: Also I don't post much on anything on the internet because I've taken up the principle that I will not be a part of arguing on the internet anymore if I can help it. I also refuse to associate or communicate with trolls, which is like 99.9% of the whole internet. Not saying you guys are, but I also have no motivation to post much on anything because an argument tends to break out. Just look at youtube's comments section on pretty much any video. I don't even bother reading that section anymore. I will however post on my own MMR site because I'm trying to actually take people's feedback and make the game better than it is. God forbid people like Phil do that since all he seems to be saying is stuff like "well can't please everyone" when he gets negative feedback, which he needs to listen because I think half or more of his user base is pissed off about the difficulty, among other things.
that's not comparing apples and oranges+1
that's comparing apples and the qing dynasty of china
Some of the things I've complained about are that he is lacking a fall landing animation, shown here.
(http://gcnmario.free.fr/mmjump.gif)
Left is how it's supposed to be. Right side is how MMU portrays it.
Also, some of the menu screens don't fade properly.
Alright, you know - I've been a fan of the series for 25 years. MM1 was 1987? I was two. Started playing MM when I was 5. Been playing ever since. Don't know all the nuances, but have been inteested with the storyline.
Instead of insulting all of your intelligences, someone just tell me what in the heck I've got wrong. I thought I knew the series. I guess I don't.
I'm actually a bit more disgusted for phil having his homemade shampoo hentai right out in plain sight on his page
If you want, we can cover this subject in depth in another section of the forums (http://forum.rockmanpm.com/index.php?board=3.0). Feel free to make a topic there.
Joseph, the anime character is Shampoo from Ranma 1/2.Ah, okay.
If you go on Phil's website, there are naked pictures he drew of her mixed in with the MMU pictures.Well, they're technically not in the same section of the site as the Unlimited artwork and whatnot... But yeah, a bit odd.
why is Megaman completely unable to fight after losing his arm?
Ask Day of Sigma X and X5 Zero.*snrk* Fair enough, I guess!
As your resident encyclopedia, I can affirm that MMU doesn't really clash with established canon in any way. It's just a lot of redundancy, forced connectivity and fan-pandering, is all.This. Very much this.
I beat it. It was freaking ridiculous, but I beat it. And I never want to play it again. Those checkpoints gave me nightmares. Get killed on a boss? Start from the middle of the stage! Need rush jet on wily stage 1? Too bad you are out of energy. Oh, you got killed by the cheep crab boss? Here, go through this section that you have been through a million times already! I don't want to play this game again, because I have already replayed it enough that I am sick of it the first time around. No seriously, I have the whole thing memorized. Why play it again?
Well, they're technically not in the same section of the site as the Unlimited artwork and whatnot...
Precisely. They're in plain sight.
I'm a grown man, and don't even want to see it. I never thought that chibi? hentai was a good idea.
Not chibi.
Just regular hentai.
That's why i added the "?" Since Shampoo is an underage character, I wasn't sure if chibi applied. But yeah, if it's underage - provocative pics need not be drawn of it, let alone shared with the world.
Thanks for the clarification.
i'm not sure. a previous poster said that she was a teenager. haven't seen much of the show.
It's not porn. It's mature nudes. There's a world of difference between the two.
13? That's Tornado Fanged up!
I understand, Clefant and agree with the mods. We should be getting back to the game. What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?
What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?I'd give it a try. It would be interesting to know what gets changed and whatnot. He did say there won't be anything like adding blocks and such, though. Just stronger attacks, less damage for Rock, and maybe slower attacks/movements for the enemies.
Somehow, I'm not surprised.
I'll be honest. I'm playing MMU on an 09 Toshiba laptop Vista SP2 and have experienced no lag or slowdown. Runs perfectly fine for me. But it possess my controller somehow, and Megaman does his own thing sometimes which almost always, leads to his untimely demise.Are you using the default controller or something like Xpadder or Joy2Key?
Why would you be? I like megaman as much as the next guy but the stuff surrounding this like the memory bloat and absurd difficulty turned me off, the 8-bit didn't help either but I was actually kind of interested until the stuff I mentioned first came to light.Because despite all that, and everything I said in that post pages back, it's still an interesting game. And had you read at least part of the post, you'd notice that the game runs perfectly fine despite using almost all your system's resources.
Because despite all that, and everything I said in that post pages back, it's still an interesting game.
Problem is fun and interesting don't both apply to everything.It's a lot like the later X games. Once you get everything THEN the game opens up and becomes fun. If you enjoyed X6 you'll like this one. If you are actually sane, you might be better off passing over this one. IMHO that is.
Is Ratchet and Clank fun? Yes. Interesting? Also yes.
Sonic 06, fun not especially. Interesting definitely.
Left 4 Dead isn't terribly interesting, but it can be hella fun if played with friends.
Megaman Unlimited isn't looking or sounding like it is very fun. And while it could be interesting I don't know how interesting could it be.
I enjoyed X6, but I played it on easy.thats Exactly how this feels. Things hit you hard at first but you get used to it. Also if its too hard the game gives you plenty of bolts and e tanks and w tanks are only thirty bolts.
Even when I played it on normal it wasn't too bad.
thats Exactly how this feels. Things hit you hard at first but you get used to it. Also if its too hard the game gives you plenty of bolts and e tanks and w tanks are only thirty bolts.
But X6 didn't bug me so much because I find myself far better at the X games than I am at classic titles.That is true. With the X games by default you have more abilities at your disposal to survive. In this one not being able to chatrge your buster feels more like a handicap than 9. I will admit i like it less than 9 and if you dislike 9 this will not be fun. I think you made the right call in dodging it! XD Also just putting this out there, these bosses rely on collision damage in my experience with Mmu.
Likewise MM9 is absolutely atrocious in my eyes as it just had so much that wasn't fun about it. The lack of something like the slide didn't help either.
- Fixed a bug where some users would not be able to see the game but could still hear the sounds
- Fixed a problem preventing MegaMan from jumping after using CometDash
- Potential fix for double KO glitch (dying at the same time as a boss)
New difficulty mode announced :/
You know, people demanded a proper "Normal Mode"... calling it "Easy Mode" is such condescending bullcrap. It only perpetuates the game's core problem.
Of course, it should be more like MM2:
Normal
Difficult
I guess i just don't get it?!Nobody does, Manriff.
I guess i just don't get it?!Maybe if we were more into Shampoo boobies we would understand.
The boobies are a sham! 8D
Anyway, let's keep the topic confined to the game itself from now on. If this derails into unrecognizability again, it will be locked. Thanks.
http://www.destructoid.com/review-mega-man-unlimited-258027.phtml9.5/10. And they said Rockman 9 "held back".
9.5/10. And they said Rockman 9 "held back".
Yyyyyeahno. Thinking that review was a little slanted.
Wherein Phil dies to his own boss twice and doesn't say much at all about the stage. Though apparently, the nitro platforms had a much shorter fuse in development versions.The first time he died against Trinitro Man was just, because he wanted to show what happens, when his head is damaged.
Wherein Phil admits that a "nail shield" makes no sense and confirms my suspicions that the water section of Nailman's stage was, in fact, an arbitrary idea. I shall adjust my complaints for that level accordingly.Because a Leaf Shield makes so much more sense.
I do believe MMU impressions will be more and more positive with time. The game has problems, but clearly Phil put a lot of thought and heart into it. There are many great ideas here.This is how i feel about it. Its like a strong whiskey. A bit off putting at first but after a few shots it gets a lot better.
I just hope they don't forget about the game's technical issues. The memory/CPU thing in particular, they really should work on that.
That said, "easy mode" is kind of a dick move.
the cutscene artworks aren't pretty good at allI hate to say this, but this is one of my gripes with this game (eventhough its not significant gameplay issue, but I think in-game artworks gives games more appeal). And I also don't like the checkpoint placements. One of those is on Rainbowman's stage; the checkpoint should have been after defeating the pink devil mini-boss. >^<
Its like a strong whiskey. A bit off putting at first but after a few shots it gets a lot better.This.
How does a Nail Shield not make sense? Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.You're not missing anything. I mean honestly when you think about it NONE of the shield weapons make any sense at all! Let's see we have; leaves, skulls, stars. junk, jewels, BUBBLES and now nails. I can't speak for everyone else but I've always assumed that the fact they were made out of such silly things was to assert the fact that they are breakable and that the player shouldn't heavily rely on them in lieu of skill. That and it just makes life more fun knowing you have a circle of leaves protecting you! :D
Seriously. Once you learn the patterns, stages, and bosses, it becomes all the more enjoyable. But getting there is genuinely a battle in itself at times. For comparison, the first time I tried Glueman and Trinitroman's stages, I got curbstomped -- particularly in the case of the latter. Just now, however, I zipped through them both back-to-back in under 10 minutes and only lost one life. (I let my health get a wee bit too low in Trinitro's stage.)
How does a Nail Shield not make sense? Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.Leaf Shield is made of rocket-propelled metallic leaves. It makes enough sense to be somewhat plausible. Nail Shield, on the other hand... How does that work, exactly? Magnets?
@Cherrykorock: Heys! :D
I'm digging your pic there, where is the source? Does it have more -tans over there? <3
(http://i31.photobucket.com/albums/c352/toulee425/megagirl_nueva_generacion_by_requiemsquall-d5l1t54.jpg) *o*
but this game is still better then some of the original games.
What? Not even close.personal opinions < ever heard of it?
MMU is better than mm1, mm2, mm6 and mm8 imho
I highly doubt he will address it.
To me it seems like he used excessive amounts of coding to make this game.
That or he didnt take the time to optimize it.
Either way it seems likely that he wouldnt edit his mostly stable engine now that its released.
Luckily I have a fairly powerful cpu so im not affected.
@ clefant: only fun if you enjoy copius amounts pf torment and trial\error.
I mean it has that Ninja Gaiden type of pressure on you as you plaay.
As mentioned, Mega Man not being able to use his other buster in the escape is stupid.
MM2 has a concise, tight game design.MM2's game design is one of the worst in the series. You can't beat the last boss if you are out of Bubble Lead, you have to die if you made just one single mistake in the Boobeam Trap fight, some weapons are useless and others are completely overpowered *cough* Metal Blade *cough*
As mentioned, Mega Man not being able to use his other buster in the escape is stupid.
And "I" have already mentioned that there's more than enough precedence for this.You know, I've been meaning to ask what the relevance here is. Unless your argument is lopping off a forearm/an arm while its in Buster mode doesn't shut off the power flow or something, in which case, I still find the logic somewhat faulty. There should be priority overrides and sub-routines for such an instance as dismemberment. They're robots, not humans, after all; stopping the "bleeding" should be as easy as flipping off a light switch.
Super Adventure: Utilizing two charged buster shots drains a ton of energy and causes overheating. Use of the double rock buster may risk death.
Smash Bros.: Special Weapons that use the two busters require heat venting.
Day of Sigma: Removing X's left buster completely disarms him.
X2: Two charge shots cannot be fired simultaneously, instead they have to be fired in succession.
X5: Zero is unable to use his buster (X2 design) if he lost it in the intro stage. He will however whip out a different buster in the ending cutscene (X3 design).
Iwamoto: X and Zero only use their left arm's buster. Any damage received to this weapon is permanent. They cannot resort to their right arm after trashing the left.
The only discrepancy is Ariga's Mega Mix, where Rock switches arms after being dismembered. This scene however takes place before the advent of the charge shot.
according to what zan said, it could work with the canon and made sense. Gotta test it first, right?
You know, I've been meaning to ask what the relevance here is.
...He 'should' re-enable Rush, though.
The last bit of the stage is easy enough without rush though, and you could justify it by assuming Megaman uses a communicator in his arm cannon to call rush when he needs him.Clearly theres a teleport signal block preventing Rush's aid.
The relevance here is, first and foremost, that the series has depicted occurrences similar to the one Phil put in his fangame. As such, we know for sure that the issue isn't as simple as "just use the other arm", even in the absence of an official explanation. Your guess is as good as mine, but I'm willing to accept it's either a safety feature, or a system error.Mm... okay! I'm quite good with that speculation. Bit of a glaring system flaw, but ya know... He's a DRN module. They all have flaws of some sort. Except Roll. And Rightot. Rightot is perfect, dasu.
Clearly theres a teleport signal block preventing Rush's aid.And yet, he has no problem summoning Eddie for items during the escape sequence. Of course, that could be explained away by just being an oversight in the game itself rather than anything more "story-related".
Otherwise Megaman wouldnt have needed to escape the building by running.
Mega Man Unlimited Now on Mac; Easy Mode in the Works (http://link=http://www.rockman-corner.com/2013/08/mega-man-unlimited-now-on-mac-easy-mode.html)Easy mode? More like "pansy mode". How condescending. Then again Rockman Zero did the same dang thing if you failed the game hard enough. >_>;;
For the Mac owners out there, you can now directly run Mega Man Unlimited in OS X thanks to the generous porting efforts of OneWeakness (http://oneweakness.com/mega-man-unlimited-mac.html). Now you too can enjoy the bliss of dying over and over again!
Yeah, MMU can be pretty hard. Which brings us to another tidbit of news: MegaPhilX is currently working on a brand new Easy mode (https://www.facebook.com/photo.php?fbid=491688517585382) that will appear in a future balance update. Taking a page from Mega Man 10, this new mode will add safety blocks over some pits and spikes, add extra checkpoints in the castle Stages, and adjust the speed of certain obstacles (like those crazy lasers Rainbow Man's stage). For those who like the difficulty as is, the update will also bring a new challenge in the form of a one-hit death mode. Ooh la la!
Rockman ZERO did no such thing. It merely provided access to all the optional power ups those games had to offer.Are you sure? I seem to recall going through Fairy Leviathan's stage with blocks over every single spike -- including her boss arena. My rank was the lowest possible, but at the time, I didn't know why.
Are you sure? I seem to recall going through Fairy Leviathan's stage with blocks over every single spike -- including her boss arena. My rank was the lowest possible, but at the time, I didn't know why.
I do like some of the changes, such as the ability to exit from completed stages, but I can't help but wonder what sort of changes "misc. changes" might be referring to...
- Added Easy and Insta-Kill modes
- Misc level modifications based on feedback
- Added checkpoints before Castle bosses in all difficulty
- Any button can now skip cutscenes
- Added possibility to exit from completed stage
- Fixed gamepads relying on the ‘hat’ for DPad (Xbox360, others)
- Fixed glitch allowing megaman to zip through walls using certain platforms (Glue, others)
- Fixed JetMan staying stuck in the ground occasionally
- Fixed issue when pausing during a sceen transition
- Allow the player to save after completing the game
EASY – Play an easier version of the game.
– Enemies deal less damage.
– Some enemies are less aggressive.
– Final stages have an extra checkpoint.
– Platforms are placed to help you in more difficult areas.
INSTA-DEATH – Play the game in original difficulty but with special rules.
– Megaman dies instantly.
– You can’t use Energy Tanks.
Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway). Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try. A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.I cant speak for everyone but i doubt theyre complaining about the hazards because of repeated death. I complain because its annoying having to make a precise jump EVERY couple of seconds. I dont mind when they get intense here and there but its nice to be eased into that kind of difficulty. Not starting out that way.
While the game has some really tight jumps to make normally, the challenge is eliminated by using Rush Jet and/or Comet Dash. Honestly those two things, and the fact you get RJ from the easiest boss, turns the difficulty of the majority of stages on its head.Not if youre me and started with Glueman! 8D
In Ninja Gaiden Sigma, if you play on the easiest mode, Ryu wears a pink ribbon the whole time. Haha.
[spoiler=DEV Let's Play MegaMan Unlimited (Part 7) - JetMan][youtube]DEV Let's Play Megaman Unlimited (Part 7) - JetMan[/youtube][/spoiler]
I think the most interest part of this video is the sketch montage at the end. And the part where he goes on and on about th Mr. Shin-iri enemy.
[spoiler=DEV Let's Play MegaMan Unlimited (Part 8) - Yo-YoMan][youtube][/youtube][/spoiler]
Unfortunately, this video wasn't nearly as interesting.
So... insultingly easy mode would be a more appropriate title?
They should've made it a graphical difference where everything becomes real cutesy and enemies explode into flowers or something. Then it would at least be funny.
After weeks of no updates, MegaPhilX finally posted something new. And it's a work-in-progress.[spoiler=Whirlpool Man Stage Preview - Megaman Unlimited][youtube]http://www.youtube.com/watch?v=QmnliXdEooE[/youtube][/spoiler]
Apparently, he intends to add this to a future update. As a bonus stage. ::) As I pointed out to him just now, however, stages like this which are designed as regular stages often don't feel like "bonus content", so it would probably be better to just replace one of the existing stages with this one. Unfortunately, there's no real clear choice as to which stage would be best replaced. The choice becomes even harder when you take into consideration the boss weapons... (Though going by boss weapons alone, Jetman would have to go.)
Of course, the alternate solution would be to either release this as a stand-alone stage, or put it in an all new game. But is the fandom really willing to wait another 15 years for another moderately decent game? :P